Thursday, December 13, 2012
In the run-up to this month’s reverb theme, former contributor Damian Kastbauer suggested we re-run this article he put together discussing the game Crackdown for XBOX. The article…
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Friday, June 10, 2011
It may be premature for me to turn the focus of the series towards the future, as we find ourselves deep in the throes of the current generation…
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Monday, January 3, 2011
[Written by Damian Kastbauer for Designing Sound] If you talk to anyone in game audio today about successful tempo synced synergy between music and sound effects it wont…
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Thursday, October 21, 2010
When embarking on a sequel to one of the premier tactical shooters of the current generation, the Audio team at Red Storm Entertainment, A division of Ubisoft Entertainment,…
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Friday, September 24, 2010
This months Audio Implementation Greats series returns with the overarching goal of broadening the understanding of Procedural Audio and how it can be used to further interactivity in…
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Wednesday, April 14, 2010
In Part One we took a look at some of the fundamentals involved with orchestrating the sounds of destruction. We continue with another physics system design presented at…
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Thursday, April 1, 2010
In part one of a two part series on physic sounds in games we’ll look at some of the fundamental considerations when designing a system to play back…
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Thursday, March 11, 2010
In a continued attempt to shed light on some of the best examples of Technical Sound Design in the current generation, I’d like to call attention to several…
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Wednesday, February 24, 2010
At the Game Developers Conference Audio Boot Camp in 2006 Scott Selfon, Senior Audio Specialist at Microsoft, peeled back the layers of the onion for game audio newbies…
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Wednesday, February 10, 2010
One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it’s omnipresence in audio middleware toolsets, is Reverb….
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